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Posted (edited)

Huh? Is this mod a replacement for SH?
After a quick read, it seems the mod’s main feature is that when the SH approach notification appears, if you draw your weapon before the NPC reaches you, a new dialogue scene triggers to end the SH harassment event, right?
Personally, I feel the SH toggle is more about preventing NPC AI from being interrupted during any quest, right?
What I mean is: when the message appears and you draw your weapon, the NPC has already been activated by SH. It provides a new branch to end the SH event as quickly as possible, rather than preventing the NPC from being interrupted by SH from the start. correct?
What if simply being in a drawn weapon state effectively turns SH off? In other words, drawing your weapon = SH off, which would allow you to naturally deactivate SH without pressing a special hotkey.
If the goal was simply to add a more dynamic dialogue branch to the SH scenario when your weapon is drawn, then it has already achieved that.
----------------
Or maybe I still don’t understand the fundamental purpose of this mod.

 

------------------------

If SH had a dynamic on/off mechanism triggered by whether the PC has drawn their weapon.
If SH is active and receives a harasser activation message while the PC hasn’t drawn their weapon, you can still draw your weapon to continue all the new features implemented by the current mod.
To brainstorm further: if “drawing a weapon = SH deactivation” is implemented by adding a new keyword to the PC to automatically deactivate SH, then any other mod could use this to ensure SH isn’t affected within their own mod—without needing to instruct users to manually deactivate SH or risk incompatibility. This is especially true for JB mods: the PC might temporarily be unarmed during a quest. With this feature, JB mods could work seamlessly with SH, provided the mod adds the keyword to the PC during quests where JB deems SH should be deactivated.
I’m just speculating here since I don’t understand the scripting; maybe it doesn’t work that way.

Edited by kziitd
Posted (edited)
32 minutes ago, kziitd said:

If SH had a dynamic on/off mechanism triggered by whether the PC has drawn their weapon.

A magical effect that changes the global variable FPSH_Setting_AllEnabled [GLOB:3E00B04C] when activated and deactivated.
And the condition for its activation is IsWeaponOut with a value of 1.

 

The same can be done with keywords, clothing, the presence of a partner, or any other method tracked by the game.
 

Edited by Samhsay
Posted
35 minutes ago, kziitd said:

Huh? Is this mod a replacement for SH?
After a quick read, it seems the mod’s main feature is that when the SH approach notification appears, if you draw your weapon before the NPC reaches you, a new dialogue scene triggers to end the SH harassment event, right?
Personally, I feel the SH toggle is more about preventing NPC AI from being interrupted during any quest, right?
What I mean is: when the message appears and you draw your weapon, the NPC has already been activated by SH. It provides a new branch to end the SH event as quickly as possible, rather than preventing the NPC from being interrupted by SH from the start. correct?
What if simply being in a drawn weapon state effectively turns SH off? In other words, drawing your weapon = SH off, which would allow you to naturally deactivate SH without pressing a special hotkey.
If the goal was simply to add a more dynamic dialogue branch to the SH scenario when your weapon is drawn, then it has already achieved that.
----------------
Or maybe I still don’t understand the fundamental purpose of this mod.

 

------------------------

If SH had a dynamic on/off mechanism triggered by whether the PC has drawn their weapon.
If SH is active and receives a harasser activation message while the PC hasn’t drawn their weapon, you can still draw your weapon to continue all the new features implemented by the current mod.
To brainstorm further: if “drawing a weapon = SH deactivation” is implemented by adding a new keyword to the PC to automatically deactivate SH, then any other mod could use this to ensure SH isn’t affected within their own mod—without needing to instruct users to manually deactivate SH or risk incompatibility. This is especially true for JB mods: the PC might temporarily be unarmed during a quest. With this feature, JB mods could work seamlessly with SH, provided the mod adds the keyword to the PC during quests where JB deems SH should be deactivated.
I’m just speculating here since I don’t understand the scripting; maybe it doesn’t work that way.

In my mind, there will always be some that may try their luck with a Level 100+ player who is armed to the teeth. At least now you can 'politely' send them away, which the old SH did not even account for.

 

I certainly think that all Sexual Harassment advances should be disabled (user selectable) for Workshop Mode and while at Workbenches. Suspended works too.

 

This is especially annoying when the hasasser pushes you around while you are trying to fine tune pieces for their settlement...

 

For modders a way to enable and disable Sexual Harassment via some sort of function might be useful.

Posted
10 minutes ago, Samhsay said:

A magical effect that changes the global variable FPSH_Setting_AllEnabled [GLOB:3E00B04C] when activated and deactivated.
And the condition for its activation is IsWeaponOut with a value of 1.

 

The same can be done with keywords, clothing, the presence of a partner, or any other method tracked by the game.
 

So you mean this mod already has a feature where drawing your weapon triggers the “SH off” event.
It’s not just about triggering new content by drawing your weapon before talking to the Harasser.

Posted
2 minutes ago, kziitd said:

So you mean this mod already has a feature where drawing your weapon triggers the “SH off” event.

No. But I've proposed a solution. msmfoster's suggestion to block SH in workshop or workbench mode can be implemented with the same magic effect, but with a condition on MenuMode or IsInWorkshopMode set to 1.
 

Posted (edited)
4 hours ago, kziitd said:

Huh? Is this mod a replacement for SH?
After a quick read, it seems the mod’s main feature is that when the SH approach notification appears, if you draw your weapon before the NPC reaches you, a new dialogue scene triggers to end the SH harassment event, right?
Personally, I feel the SH toggle is more about preventing NPC AI from being interrupted during any quest, right?
What I mean is: when the message appears and you draw your weapon, the NPC has already been activated by SH. It provides a new branch to end the SH event as quickly as possible, rather than preventing the NPC from being interrupted by SH from the start. correct?
What if simply being in a drawn weapon state effectively turns SH off? In other words, drawing your weapon = SH off, which would allow you to naturally deactivate SH without pressing a special hotkey.
If the goal was simply to add a more dynamic dialogue branch to the SH scenario when your weapon is drawn, then it has already achieved that.
----------------
Or maybe I still don’t understand the fundamental purpose of this mod.

 

------------------------

If SH had a dynamic on/off mechanism triggered by whether the PC has drawn their weapon.
If SH is active and receives a harasser activation message while the PC hasn’t drawn their weapon, you can still draw your weapon to continue all the new features implemented by the current mod.
To brainstorm further: if “drawing a weapon = SH deactivation” is implemented by adding a new keyword to the PC to automatically deactivate SH, then any other mod could use this to ensure SH isn’t affected within their own mod—without needing to instruct users to manually deactivate SH or risk incompatibility. This is especially true for JB mods: the PC might temporarily be unarmed during a quest. With this feature, JB mods could work seamlessly with SH, provided the mod adds the keyword to the PC during quests where JB deems SH should be deactivated.
I’m just speculating here since I don’t understand the scripting; maybe it doesn’t work that way.

yes, this is an replacement :)

 

I don't want to simply disable this mod, instead I always wanted my character to at least try to do something with those pesky harassers. To have an option to scare them off with a weapon is quite satisfying for me and this is what AIM GUN option is for.

 

For other situations, like moments when you are at some other quest and need to stay in dialogue or follow npc and it's just not the time for harassment scenario, but you forgot to disable SH. For that kind of situation there is option FORCE END

It let you get rid of harasser in way I always wanted to be able to do :)

it is still kind of lore friendly, you have aiming scene and a dialog. If SH would be simply turned off, you wont even know that someone tried to hit on you.

 

Also SH dialogues wont start while you are in dialogue or workshop mode. That let you finish dialogue or let you put some equipment of furniture uninterrupted. For longer sessions in workshop mode just disable mod by a hotkey. Duh ;)

I don't see no reason to complicate it any further.

 

I don't plan to reinvent the wheel here, just adding small fixes to remove or dodge some of mod functions if they are getting in a way in current situation.

 

As always it's easier to try than describe mod function. You can always rollback to original mod even durning same gameplay.

 

If You are using pervert, make sure it overwrites SH+ and that original SH is disabled.

 

Edit;

Oh, and dodging approaches with gun has consequences ;)

Edited by riveth
Posted (edited)
2 hours ago, riveth said:

yes, this is an replacement :)

 

I don't want to simply disable this mod, instead I always wanted my character to at least try to do something with those pesky harassers. To have an option to scare them off with a weapon is quite satisfying for me and this is what AIM GUN option is for.

 

For other situations, like moments when you are at some other quest and need to stay in dialogue or follow npc and it's just not the time for harassment scenario, but you forgot to disable SH. For that kind of situation there is option FORCE END

It let you get rid of harasser in way I always wanted to be able to do :)

it is still kind of lore friendly, you have aiming scene and a dialog. If SH would be simply turned off, you wont even know that someone tried to hit on you.

 

Also SH dialogues wont start while you are in dialogue or workshop mode. That let you finish dialogue or let you put some equipment of furniture uninterrupted. For longer sessions in workshop mode just disable mod by a hotkey. Duh ;)

I don't see no reason to complicate it any further.

 

I don't plan to reinvent the wheel here, just adding small fixes to remove or dodge some of mod functions if they are getting in a way in current situation.

 

As always it's easier to try than describe mod function. You can always rollback to original mod even durning same gameplay.

 

If You are using pervert, make sure it overwrites SH+ and that original SH is disabled.

 

Edit;

Oh, and dodging approaches with gun has consequences ;)

I understand.
So, would it be possible to implement a feature where "holding a weapon" effectively disables SH functionality? Would any of the features currently implemented be affected by this?
The idea is that equipping a weapon would be equivalent to holding down 'V' to enter "Workshop Mode," while sheathing the weapon would be equivalent to pressing 'Esc' to exit "Workshop Mode."
I'm not sure what kind of performance impact this might have on the game, though. Essentially, whenever you are simply wandering around—as you normally would—you are implicitly allowing SH to override NPC AI to trigger its various events. However, if there are specific moments when you don't want an NPC you're about to encounter to be "hijacked" by SH—or if you simply don't want to be interrupted by others at that time—you could simply draw your weapon before proceeding with whatever you intend to do.

(For instance, you might keep your weapon drawn while attending your first Brotherhood of Steel meeting to listen to Maxson's speech; otherwise, Maxson himself might actually walk right over to interact with you.) following the incident at the meeting, you might reasonably assume that it wouldn't be out of the ordinary for McKesson to come looking for you.

Leaving aside various quest-type mods—
It seems that many "vanilla" first encounters with special NPCs or events essentially require this (lol)—specifically, if I were to simply draw my weapon in that moment instead of pressing the SH hotkey.

 

I feel this would make for a very immersive experience.

The key characteristic here is this: if a user forgets to draw their weapon while playing, any subsequent interruption by an SH is not the SH's fault; The NPCs in that world always have “certain thoughts” on their minds, unless they see this single woman who is already armed. If you wish to avoid being interrupted at certain times, please cultivate the habit of remembering to draw your weapon.

Of course, once you forgot to draw your weapon—giving them an opening—you can choose to draw it now to experience the newly added content.


This is what I envision as "naturally integrating the toggling of SH functionality into the world of Fallout 4."

Edited by kziitd
Posted
1 hour ago, kziitd said:

I understand.
So, would it be possible to implement a feature where "holding a weapon" effectively disables SH functionality? Would any of the features currently implemented be affected by this?
The idea is that equipping a weapon would be equivalent to holding down 'V' to enter "Workshop Mode," while sheathing the weapon would be equivalent to pressing 'Esc' to exit "Workshop Mode."
I'm not sure what kind of performance impact this might have on the game, though. Essentially, whenever you are simply wandering around—as you normally would—you are implicitly allowing SH to override NPC AI to trigger its various events. However, if there are specific moments when you don't want an NPC you're about to encounter to be "hijacked" by SH—or if you simply don't want to be interrupted by others at that time—you could simply draw your weapon before proceeding with whatever you intend to do.

(For instance, you might keep your weapon drawn while attending your first Brotherhood of Steel meeting to listen to Maxson's speech; otherwise, Maxson himself might actually walk right over to interact with you.) following the incident at the meeting, you might reasonably assume that it wouldn't be out of the ordinary for McKesson to come looking for you.

Leaving aside various quest-type mods—
It seems that many "vanilla" first encounters with special NPCs or events essentially require this (lol)—specifically, if I were to simply draw my weapon in that moment instead of pressing the SH hotkey.

 

I feel this would make for a very immersive experience.

The key characteristic here is this: if a user forgets to draw their weapon while playing, any subsequent interruption by an SH is not the SH's fault; The NPCs in that world always have “certain thoughts” on their minds, unless they see this single woman who is already armed. If you wish to avoid being interrupted at certain times, please cultivate the habit of remembering to draw your weapon.

Of course, once you forgot to draw your weapon—giving them an opening—you can choose to draw it now to experience the newly added content.


This is what I envision as "naturally integrating the toggling of SH functionality into the world of Fallout 4."

first off we need to explains some things. turning mod off is not the same as turning approaches off. I guess we are talking only to get rid of unwanted aproachesn right?

 

There is a hotkey for turning them on and off. So we don"t need no magic effect but we can use build in mechanics instead.

 

next thing to explain is how approaches work. mod scans for npc that can be used. At this point you can disable unique npc in SH mcm menu so maxon, mayor or any other vanillla unique npc wont break his actions to approach you. 

 

Next mod fires up ai package so this npc follow player.

 

Then it fires up ai package to start dialogue with player. i edited this ai package to only fire up when player is not in dialogue or in wokshop mode. Thank to this you wont be interrupted when talking in some quests or putting new beds in workshop mode.

Npc will try to get near you but will keep his distance, it wasnt problematic in workshop mode durning tests.

 

now to your idea;

- hard blocking approaches will disable all changes to my dialogues. Simply if your weapon is drawn ai package wont fire, no approach and no new dialogue.

- if player forget to walk with weapon drawn all the time and decide to draw it when he sees information that someone is watching you it will not work. Ai package is already fired up and approach will happen whenever you pull weapon out or not. Either this or approaches will "hung up" because npc will follow player but second ai package to start dialogue wont fire up. 

 

So I guess most issues you mentioned is already adressed by my modification as best as I could or can be solved by setting mcm option in sh itself.

Any unforseen scenario still would need player to forseen he will not want approaches wich can be solved via hotkey.

 

I also doesnt see any reason to keep sh compatible with JB mods. They are seperate and very tightly designed stories. You just finish them and then turn sh aproches on via hotkey.

 

Posted
1 hour ago, riveth said:

first off we need to explains some things. turning mod off is not the same as turning approaches off. I guess we are talking only to get rid of unwanted aproachesn right?

 

There is a hotkey for turning them on and off. So we don"t need no magic effect but we can use build in mechanics instead.

 

next thing to explain is how approaches work. mod scans for npc that can be used. At this point you can disable unique npc in SH mcm menu so maxon, mayor or any other vanillla unique npc wont break his actions to approach you. 

 

Next mod fires up ai package so this npc follow player.

 

Then it fires up ai package to start dialogue with player. i edited this ai package to only fire up when player is not in dialogue or in wokshop mode. Thank to this you wont be interrupted when talking in some quests or putting new beds in workshop mode.

Npc will try to get near you but will keep his distance, it wasnt problematic in workshop mode durning tests.

 

now to your idea;

- hard blocking approaches will disable all changes to my dialogues. Simply if your weapon is drawn ai package wont fire, no approach and no new dialogue.

- if player forget to walk with weapon drawn all the time and decide to draw it when he sees information that someone is watching you it will not work. Ai package is already fired up and approach will happen whenever you pull weapon out or not. Either this or approaches will "hung up" because npc will follow player but second ai package to start dialogue wont fire up. 

 

So I guess most issues you mentioned is already adressed by my modification as best as I could or can be solved by setting mcm option in sh itself.

Any unforseen scenario still would need player to forseen he will not want approaches wich can be solved via hotkey.

 

I also doesnt see any reason to keep sh compatible with JB mods. They are seperate and very tightly designed stories. You just finish them and then turn sh aproches on via hotkey.

 

Okay, no problem. After all, I’m not familiar with scripting myself. I simply—and perhaps naively—assumed that toggling the SH hotkey on or off could be linked to the action of drawing or sheathing a weapon. While manually pressing a pre-configured hotkey on the keyboard and having the in-game character draw a weapon both yield the same result, one action takes place outside the game world, whereas the other occurs within it.
No worries, though; since that’s not how it works, the current setup is just fine!

Posted

Hi, I have an idea

After player is controlled by an NPC — such as being hypnotized, threatened, or tied up by the NPC — the player will automatically follow the NPC for a period of time(like the NPC really owns the player and decides to use the player multiple times.) until hypnosis is no longer effective or the NPC ‘decides to set you free’.

 

Posted
1 hour ago, fylttex said:

Hi, I have an idea

After player is controlled by an NPC — such as being hypnotized, threatened, or tied up by the NPC — the player will automatically follow the NPC for a period of time(like the NPC really owns the player and decides to use the player multiple times.) until hypnosis is no longer effective or the NPC ‘decides to set you free’.

 

I’ve never seen a mod that forces the player character to follow an NPC. If this is actually possible, then many mod creators who’ve been sitting on ideas for a while can finally get started.🤯

Posted
2 hours ago, kziitd said:

Okay, no problem. After all, I’m not familiar with scripting myself. I simply—and perhaps naively—assumed that toggling the SH hotkey on or off could be linked to the action of drawing or sheathing a weapon. While manually pressing a pre-configured hotkey on the keyboard and having the in-game character draw a weapon both yield the same result, one action takes place outside the game world, whereas the other occurs within it.
No worries, though; since that’s not how it works, the current setup is just fine!

Well thanks for sharing idea anyway. It made me rethink some ideas which is always nice to do.

I encurage to test SH+ and see for yourself how it feels, since there is not much to do and rollback is quite easy if needed. :)

 

toggling  mod approaches can be hooked to weapon drawn quite easly, but I believe the outcome would be actually worse than how it's made right now.

 

 

Posted
1 minute ago, riveth said:

rollback is quite easy if needed.

 

And this phrase is one that I've been looking while hesitating to install "+".  ; )

Posted
1 hour ago, fylttex said:

Hi, I have an idea

After player is controlled by an NPC — such as being hypnotized, threatened, or tied up by the NPC — the player will automatically follow the NPC for a period of time(like the NPC really owns the player and decides to use the player multiple times.) until hypnosis is no longer effective or the NPC ‘decides to set you free’.

 

Interesting idea but how would it feel game wise? I'm affraid it would turn out to be boring quite soon. If you just wanted longer harassment or short abduction, try pervert.

 

I'm thinking about enslavement scenario for pervert that would cover simillar scenario but without directly controlling player.

 

 

Posted
20 minutes ago, kziitd said:

I’ve never seen a mod that forces the player character to follow an NPC. If this is actually possible, then many mod creators who’ve been sitting on ideas for a while can finally get started.🤯

Yea, real question is if it's even possible :D

Posted
42 minutes ago, Franco Cozzo said:

New mod coming out soon btw (Very soon)

Looks like You just used up a whole nation's reserve of tea lately ;D

Posted (edited)
1 hour ago, riveth said:

Looks like You just used up a whole nation's reserve of tea lately ;D

 

It's probably a little buggy somewhere but it passed all preliminary tests

Edited by Franco Cozzo
Posted

Hi, thank you for sharing your work. 

 

I know this is a long shot but, any chance you can peek into making the "butt slap" work even when the main is off? Together with the comments?

 

Here is a scenario: Some SH comments can be altered to say "come here" or "come here for a second", if the PC comes closer she gets but slapped. Right now, when the mod is off, because you are fighting or doing whatever, they can only comment. I made them comment "come here" because it so beautifully goes together with the butt slap, but to simulate a slap, I have to quickly turn SH on for about 3 seconds. get slapped and then turn it off again. And this could amount to 10 to 20 times turning it on and off. Does that makes sense?   

Posted
12 hours ago, kziitd said:

I’ve never seen a mod that forces the player character to follow an NPC. If this is actually possible, then many mod creators who’ve been sitting on ideas for a while can finally get started.🤯

I have in Skyrim. Basically the character is like a love sick NPC. This would be triggered when the hasasser accidentally uses the word SLEEP and is not aware that the player is brainwashed. 

Posted
14 hours ago, kziitd said:

Okay, no problem. After all, I’m not familiar with scripting myself. I simply—and perhaps naively—assumed that toggling the SH hotkey on or off could be linked to the action of drawing or sheathing a weapon. While manually pressing a pre-configured hotkey on the keyboard and having the in-game character draw a weapon both yield the same result, one action takes place outside the game world, whereas the other occurs within it.
No worries, though; since that’s not how it works, the current setup is just fine!

@Samhsay is likely correct in the method. Assuming there's an easy way to tell if the player has their weapon drawn, you just use that condition to interrupt any scanning. Hence harassers would never be selected. In theory that at should be lightweight, as you are interrupting code.

 

Same would apply for workshop mode and workbenches. That way if you left a harasser hanging they won't molest you and force you out of workshop mode. Nor would they follow you around. 

 

Still a spell that enables and disables Sexual Harassment is not a bad idea. Great example is Pervert where you almost always get slapped and incur a willpower hit. 

 

Posted

Okay, the skip all the undressing option is great. For those few times where I don't feel like expending willpower to force them off.

Posted
16 hours ago, 3DLove said:

Hi, thank you for sharing your work. 

 

I know this is a long shot but, any chance you can peek into making the "butt slap" work even when the main is off? Together with the comments?

 

Here is a scenario: Some SH comments can be altered to say "come here" or "come here for a second", if the PC comes closer she gets but slapped. Right now, when the mod is off, because you are fighting or doing whatever, they can only comment. I made them comment "come here" because it so beautifully goes together with the butt slap, but to simulate a slap, I have to quickly turn SH on for about 3 seconds. get slapped and then turn it off again. And this could amount to 10 to 20 times turning it on and off. Does that makes sense?   

But why are you deactivating mod in the first place? I mean what situation makes you disable it?

Posted
18 hours ago, 3DLove said:

Hi, thank you for sharing your work. 

 

I know this is a long shot but, any chance you can peek into making the "butt slap" work even when the main is off? Together with the comments?

 

Here is a scenario: Some SH comments can be altered to say "come here" or "come here for a second", if the PC comes closer she gets but slapped. Right now, when the mod is off, because you are fighting or doing whatever, they can only comment. I made them comment "come here" because it so beautifully goes together with the butt slap, but to simulate a slap, I have to quickly turn SH on for about 3 seconds. get slapped and then turn it off again. And this could amount to 10 to 20 times turning it on and off. Does that makes sense?   

 

You can just disable all the other approaches if you *only* want butt slaps to occur, you don't need to turn the whole mod off and on.

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